The Infestation (5e Subclass)
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Your patron revels in suffering. They take hold of nations and even continents through the form of sickness and diseased creatures. As a conduit for your patron, it's your job to bring plagues and hordes of revolting creatures to all in your path.
Expanded Spell List
Your patron has bestowed upon you a handful of spells that plague the world with creatures and illness.
|1st||Inflict Wounds, Ray of Sickness|
|2nd||Melf's Acid Arrow, Web|
|3rd||Conjure Animals, Stinking Cloud|
|4th||Giant Insect, Sickening Radiance|
|5th||Contagion, Insect Plague|
Beginning at 1st level, you learn the Infestation cantrip if you don’t already know it. Additionally, you gain proficiency in Intimidation and double your proficiency bonus when making checks with it.
Beginning at 6th level, you can cast Spider Climb on yourself without requiring material components or a spell slot. You must complete a short or long rest before you can use this benefit again. Additionally, when you make a running jump, the distance you cover increases by a number of feet equal to your Charisma modifier
At 10th level, you gain immunity to all diseases and poison. Additionally, any melee weapon attack or spell that deals damage with a range of touch deals an additional 1d6 Poison damage to the target. This damage increases to 2d6 at 16th level.
At 14th level, the Infestation has suffused itself with your very being. Granting you numerous benefits.
-Any spell you cast that deals acid, necrotic, or poison damage adds you Charisma modifier to it’s damage rolls.
-To a number of creatures you are permanently affected by the Sanctuary spell. (These creatures include all Bats, Centipedes, Insects, Scorpions, Spiders, and Rats.)
-When you cast the Infestation cantrip, you can affect a number of creatures equal to your Charisma modifier. Each creature who fails their saving throw becomes affected by the poisoned condition for one minute as well. The creature(s) affected can attempt to make a Constitution saving throw at the beginning of each of their turns, ending the effect early on a successful save.